a94aa904b0
That also means that those effects which do require NPOT have to check for it themselves. svn path=/branches/work/kwin_composite/; revision=659155
113 lines
3 KiB
C++
113 lines
3 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "test_fbo.h"
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#include <kwinglutils.h>
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#include <assert.h>
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namespace KWin
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{
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KWIN_EFFECT( Test_FBO, TestFBOEffect );
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KWIN_EFFECT_SUPPORTED( Test_FBO, TestFBOEffect::supported() );
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TestFBOEffect::TestFBOEffect() : Effect()
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{
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mRot = 0.0f;
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// Create texture and render target
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mTexture = new GLTexture(displayWidth(), displayHeight());
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mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
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mRenderTarget = new GLRenderTarget(mTexture);
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mValid = mRenderTarget->valid();
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}
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TestFBOEffect::~TestFBOEffect()
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{
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delete mTexture;
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delete mRenderTarget;
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}
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bool TestFBOEffect::supported()
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{
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return GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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void TestFBOEffect::prePaintScreen( int* mask, QRegion* region, int time )
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{
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if(mValid)
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{
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*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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// Start rendering to texture
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effects->pushRenderTarget(mRenderTarget);
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}
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effects->prePaintScreen(mask, region, time);
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}
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void TestFBOEffect::postPaintScreen()
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{
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// Call the next effect.
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effects->postPaintScreen();
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if(mValid)
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{
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// Disable render texture
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assert( effects->popRenderTarget() == mRenderTarget );
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mTexture->bind();
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// Render fullscreen quad with screen contents
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0); glVertex2f(0.0, displayHeight());
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glTexCoord2f(1.0, 0.0); glVertex2f(displayWidth(), displayHeight());
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glTexCoord2f(1.0, 1.0); glVertex2f(displayWidth(), 0.0);
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glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.0);
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glEnd();
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// Render rotated screen thumbnail
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mRot += 0.5f;
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glTranslatef(displayWidth()/2.0f, displayHeight()/2.0f, 0.0f);
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glRotatef(mRot, 0.0, 0.0, 1.0);
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glScalef(0.2, 0.2, 0.2);
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glTranslatef(-displayWidth()/2.0f, -displayHeight()/2.0f, 0.0f);
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glEnable(GL_BLEND);
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glColor4f(1.0, 1.0, 1.0, 0.8);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0); glVertex2f(0.0, displayHeight());
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glTexCoord2f(1.0, 0.0); glVertex2f(displayWidth(), displayHeight());
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glTexCoord2f(1.0, 1.0); glVertex2f(displayWidth(), 0.0);
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glTexCoord2f(0.0, 1.0); glVertex2f(0.0, 0.0);
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glEnd();
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glDisable(GL_BLEND);
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// Reset matrix and unbind texture
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glLoadIdentity();
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mTexture->unbind();
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// Make sure the animation continues
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effects->addRepaintFull();
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}
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}
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} // namespace
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